I get what your saying with the higher difficulty, tho I can't set it to melee AI other wise it would be overpowered with the custom units I have etc...tbh its all over the place if i do that lol. As for setting the AI Difficulty I alrdy have it at the highest it can be tho I think it only works with the melee setting. I am working on the cloaked units now, I don't really want to give the AI air units at this time....means ill have to do the same for the player and that's alot more work atm lol. Still hoping someone out there has the answer to the higher ground one.
So I have cloaked units and units on the high ground just destroying my AI....tried what I can think of but I can never get the AI to scan the attacking unit or the area that the units are on. How do I make them scan?
So I have my AI building units that are not in waves, I have another trigger that has them do something else when they IDLE. Thing is the Idle trigger does not count for freshly made units they have to move some what before that picks it up. Tried setting a rally point thru the issue order command, which then stops the Ai from building the units due to the replace, before or after orders commands. Any help on solving this
I think that may have did it I wont know for sure until I do another public test. I think it was the timer in the Val stand up in the data editor wasn't matching my trigger timers so was saving and respawning that actor, then the stand up was reviving the killed unit in the same spot it died. Going to make that timer longer in the public test find out how it goes.
in game i start it with 2 hero's of same type by end of it i have like 6 of them running around...so I have no idea whats going on I know that trigger doesn't create a unit...and the actor I make is spirit death so its not even close to the hero....again why I am so confused by this one.
Ok so not sure where to put this, but this is whats going on. I have a hero revive system in place in triggers *ill write later* it revives the unit like it should tho some times it makes a double of that unit? Could it have something to do with the Valerian behaviors I am using on the unit? Any idea's on how to stop this?
*revive trigger*
Event
-unit attacked
Local var
-actor=no actor
-dieing hero= trigging unit
Conditions
-and
-conditions
-owner of dieing hero= player
-unit type of trigging unit is hero= true
-triggering unit has Valerian02a- Incapacitated= true
Actions
-move unit instantly to respawn
-create death model
-send actor msg animplay death
-send actor msg destroy to last created actor
-var set actor lasted created actor by message
-wait 20 sec
-send actor msg destroy
-pan cam to hero
(it does all of this tho some times it spawn a unit at spawn and where it dies, resulting in 2 hero's)
whole map is covered in creep so fog of war is unlikely, and you are right they will search and destroy after main base, tho that's what you have to save so. I am still playing around with it...
What I want to do is have my AI Hero units search out and destroy the players on there own, as of right now I though suicide wave trigger would do it, tho its just sending the hero's in one line towards the main base only and not hunting down the closest player or unit. Anyone have any ideas on how to solve this?
Some what solved found a long work around... Have to make the computer have its own abilities in the editor and have them auto-cast with a cooldown. Not what I wanted to do but hey it works. Tho if anyone has a way to do it without this please reply
So normal abilities work with the AI (stimpack, snipe etc) however how do I make the AI use my custom abilities...some how i think this is trigger related tho I haven't really messed with it all that much so I don't even have a baseline idea on how to make this happen. Also would like them to hunt down the closest player or enemy to there spawn point.
Is there a way of wording it that should be done, cause just putting in the ability name there doesn't work? (tried how its called in the abilities, research, prefix, everything i could think of.)
0
I get what your saying with the higher difficulty, tho I can't set it to melee AI other wise it would be overpowered with the custom units I have etc...tbh its all over the place if i do that lol. As for setting the AI Difficulty I alrdy have it at the highest it can be tho I think it only works with the melee setting. I am working on the cloaked units now, I don't really want to give the AI air units at this time....means ill have to do the same for the player and that's alot more work atm lol. Still hoping someone out there has the answer to the higher ground one.
0
So I have cloaked units and units on the high ground just destroying my AI....tried what I can think of but I can never get the AI to scan the attacking unit or the area that the units are on. How do I make them scan?
0
So I have my AI building units that are not in waves, I have another trigger that has them do something else when they IDLE. Thing is the Idle trigger does not count for freshly made units they have to move some what before that picks it up. Tried setting a rally point thru the issue order command, which then stops the Ai from building the units due to the replace, before or after orders commands. Any help on solving this
0
I think that may have did it I wont know for sure until I do another public test. I think it was the timer in the Val stand up in the data editor wasn't matching my trigger timers so was saving and respawning that actor, then the stand up was reviving the killed unit in the same spot it died. Going to make that timer longer in the public test find out how it goes.
0
in game i start it with 2 hero's of same type by end of it i have like 6 of them running around...so I have no idea whats going on I know that trigger doesn't create a unit...and the actor I make is spirit death so its not even close to the hero....again why I am so confused by this one.
0
Ok so not sure where to put this, but this is whats going on. I have a hero revive system in place in triggers *ill write later* it revives the unit like it should tho some times it makes a double of that unit? Could it have something to do with the Valerian behaviors I am using on the unit? Any idea's on how to stop this?
*revive trigger*
Event
-unit attacked
Local var
-actor=no actor
-dieing hero= trigging unit
Conditions
-and
-conditions
-owner of dieing hero= player
-unit type of trigging unit is hero= true
-triggering unit has Valerian02a- Incapacitated= true
Actions
-move unit instantly to respawn
-create death model
-send actor msg animplay death
-send actor msg destroy to last created actor
-var set actor lasted created actor by message
-wait 20 sec
-send actor msg destroy
-pan cam to hero
(it does all of this tho some times it spawn a unit at spawn and where it dies, resulting in 2 hero's)
0
not sure what you mean by that.. sorry
0
so tried all suicide commands and still doesn't search out a unit still goes right for the base...even if i put units close to there spawn
0
whole map is covered in creep so fog of war is unlikely, and you are right they will search and destroy after main base, tho that's what you have to save so. I am still playing around with it...
0
What I want to do is have my AI Hero units search out and destroy the players on there own, as of right now I though suicide wave trigger would do it, tho its just sending the hero's in one line towards the main base only and not hunting down the closest player or unit. Anyone have any ideas on how to solve this?
0
Some what solved found a long work around... Have to make the computer have its own abilities in the editor and have them auto-cast with a cooldown. Not what I wanted to do but hey it works. Tho if anyone has a way to do it without this please reply
0
So normal abilities work with the AI (stimpack, snipe etc) however how do I make the AI use my custom abilities...some how i think this is trigger related tho I haven't really messed with it all that much so I don't even have a baseline idea on how to make this happen. Also would like them to hunt down the closest player or enemy to there spawn point.
0
thank you, that send to selection did it. SOLVED
0
still got nothing, even tried UI Universal under buttons didn't change a thing yet..
0
Is there a way of wording it that should be done, cause just putting in the ability name there doesn't work? (tried how its called in the abilities, research, prefix, everything i could think of.)